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We Play YOUR Decks | Commander Clash S14 E6

MTGGoldfish Commander

Commanders featured in this video Reviewed & Verified

Deck Strategies

  • Toggo, Goblin Weaponsmith Sakashima of a Thousand Faces

    Toggo, Goblin Weaponsmith & Sakashima of a Thousand Faces

    Generate numerous artifact equipment tokens (rocks) whenever lands enter the battlefield, creating a wide board presence and leveraging artifacts for value without necessarily attacking aggressively.

  • Esika, God of the Tree // The Prismatic Bridge

    Esika, God of the Tree // The Prismatic Bridge

    Focus on an upkeep-centric strategy that triggers multiple effects at the start of turns to accrue incremental advantages and control the game pace through slow but steady value generation.

  • Osgir, the Reconstructor

    Osgir, the Reconstructor

    Use aggressive Boros tactics combined with monarchy control to gain incremental advantages, deploying threat creatures and planeswalkers like Chandra to pressure opponents while maintaining board control.

  • Kura, the Boundless Sky

    Kura, the Boundless Sky

    Mono-green Tron ramp deck aiming to assemble the three Urza lands quickly to cast large threats like Karn and potentially Eldrazi, focusing on efficient ramp and powerful late-game plays.

Gameplay Insights

  • 1

    The Boros deck’s early focus on seizing the monarchy provided a steady incremental advantage and a platform for deploying planeswalkers like Chandra.

  • 2

    The artifact deck’s approach of creating equipment tokens with land drops allowed for board development without breaking the self-imposed rule to not attack with rocks, staying true to the deck’s theme.

  • 3

    The upkeep deck's heavy land count (41 lands) ensured consistent mana to trigger and capitalize on numerous upkeep effects, maintaining steady growth throughout the game.

  • 4

    Assembling Tron lands quickly was critical for the mono-green deck to enable casting big threats and gain a significant power spike in the mid to late game.

  • 5

    Reading and understanding cards carefully was crucial, especially when playing unfamiliar, viewer-submitted decks, to avoid misplays and maximize synergy.

Notable Cards

  • Chandra, Torch of Defiance

    Chandra, Torch of Defiance

  • Karn, the Great Creator

    Karn, the Great Creator

  • Urza's Tower

    Urza's Tower

  • Urza's Power Plant

    Urza's Power Plant

  • Urza's Mine

    Urza's Mine

  • Court of Cunning

    Court of Cunning

Summary

The game began with all players keeping their opening hands and focusing on setting up their mana bases and early ramp. The match featured four distinct decks: a goblin and artifact-focused deck generating numerous rock equipment tokens, an upkeep-heavy deck leveraging numerous triggers at the start of turns, a spicy Boros deck centered on Osgir, the Reconstructor with aggressive monarchy control, and a mono-green Tron deck aiming to assemble Tron lands quickly for powerful late-game plays. Early turns saw slow development with players prioritizing ramp and board presence, with the artifact deck steadily creating equipment tokens through land drops and the Boros deck vying for the monarchy to gain incremental advantage. Despite some slow starts, the upkeep deck aimed to capitalize on numerous upkeep triggers, while the Tron deck sought to hit key lands to enable casting of big threats like Karn. Key moments included the Boros player securing the monarchy and deploying Chandra, which posed a growing threat, and the artifact deck's clever strategy of generating numerous equipment tokens without actively attacking, adhering to the deck’s theme. The game set the stage for a multi-faceted conflict with each player focusing on their unique strategies and board development.

Description

Osgir vs. Toggo & Sakashima vs. Kura vs. Esika

Looking for our deck lists or want to know about the program we’re using to play the game? Check out our article for all that information: www.mtggoldfish.com/articles/we-play-your-decks-commander-clash-s14-e6

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